Thread Rating:
- 9 Votes - 4 Average
- 1
- 2
- 3
- 4
- 5
|
[MOD] Removing The Population and Limits
|
| Author |
Message |
terr
Junior Member
 
Posts: 15
Joined: Mar 2012
|
RE: [MOD] Removing The Population and Limits
i love this mod...(5k version woorks fine without any issures')
but:/ now i have modern times and it dont work anymore...
again roadlimit and populationlimit  ...args
can you please update?
thx
(This post was last modified: 31-03-2012 06:31 PM by terr.)
|
|
| 31-03-2012 03:27 PM |
|
Nineballfool
Newbie

Posts: 6
Joined: Mar 2012
|
RE: [MOD] Removing The Population and Limits
I tried moving the file to different directories....that didn't work either.
i miss the 5,000 limit mod and the Metropolis mod.
|
|
| 31-03-2012 11:37 PM |
|
terr
Junior Member
 
Posts: 15
Joined: Mar 2012
|
RE: [MOD] Removing The Population and Limits
swixel when you think yu get time? 
i dont wanna stress you heheh...... i only willl say that the game without your mod ..is only half...fun...
sooo  ...i cant whait for it hehhehe
|
|
| 04-04-2012 04:20 PM |
|
rafaragao
Newbie

Posts: 1
Joined: Apr 2012
|
RE: [MOD] Removing The Population and Limits
(06-04-2012 08:12 AM)Swixel Wrote: Make a folder called "Game" in your Tropico 4 directory.
Take the code from the first post, save it into the Game directory, naming the file nolimits.lua
Then launch Tropico. The population limit is defined in the code, as are the game entity limits (the game will crash if you pass the entity limit, which is why I've set it to 200,000 for a 20,000 population limit).
It should work for both T4 and T4:MT because it late loads.
I did everything that u said, but still doesn`t work. I created a folder named Game. And saved the code into the game directory but it doesnt work
|
|
| 06-04-2012 06:18 PM |
|
terr
Junior Member
 
Posts: 15
Joined: Mar 2012
|
RE: [MOD] Removing The Population and Limits
finish so fast.?.^^thx!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
first thx...but i have one problem ..it dont change the .txt to .luna it called now nolimits.lua.txt ^^
i use the steam version....
edit..ok now i have it....  now its nolimits.lua
i use now no specifications if i save...and now i try heheh
but first really thx a lot you save my game
(This post was last modified: 06-04-2012 06:56 PM by terr.)
|
|
| 06-04-2012 06:52 PM |
|
arbogli
Newbie

Posts: 7
Joined: Apr 2012
|
RE: [MOD] Removing The Population and Limits
Nice job, I tryed in my own savegame and it made something rare: stay a bit in 1500 and in a second up to 2200, a massive baby boom ^^... and even if the number of workers get increased I still have those tiring message telling that my garages and teamer's office are without workers :S
|
|
| 06-04-2012 07:04 PM |
|
terr
Junior Member
 
Posts: 15
Joined: Mar 2012
|
RE: [MOD] Removing The Population and Limits
and on me dont work..i have 1450 pop and ..stabile...?..
hmm maybe i do something wrong`?
*edit: i try now on 2 differnt selfmade maps.... no dont work sry
i made in
C:\Program Files (x86)\steam\SteamApps\common\tropico 4 a new folder ..called game..inside i put nolimit.lua
but dont work  atm i see my max was 1550 pop
edit2: one last idea i have maybe old save dont work with?...so i made new island...and will try there to start with 5000 pop....if its grow up  ..all fine..if not..hmmm..so i dont know
or maybe is the english (witch one you use?) version other to the german..(i have the last)?...but before MT works..so normaly not..
(This post was last modified: 06-04-2012 09:04 PM by terr.)
|
|
| 06-04-2012 07:18 PM |
|
Swixel
Epic Member
      
Posts: 1,087
Joined: Sep 2011
|
RE: [MOD] Removing The Population and Limits
(06-04-2012 06:18 PM)rafaragao Wrote: I did everything that u said, but still doesn`t work. I created a folder named Game. And saved the code into the game directory but it doesnt work
Make sure it's not nolimits.lua.txt, as terr suggested.
If you use the command prompt, cd to the directory. For the Steam users: 1. Copy this: cd "C:\Program Files (x86)\steam\SteamApps\common\tropico 4"
2. Right-click paste into the CMD window
3. cd Game
4. Type in: dir
If it's nolimits.lua.txt
5. move nolimits.lua.txt nolimits.lua
It's also possible playing the older campaign stuff is breaking it, as I haven't looked too far into it. All I know is it works for how I play.
"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.
"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
|
|
| 06-04-2012 08:45 PM |
|
terr
Junior Member
 
Posts: 15
Joined: Mar 2012
|
RE: [MOD] Removing The Population and Limits
1. what you play (selfmade map, campain,sandbox?).. if you try?
2. yea i do i change to nolimit.lua ..the txt was gone if i save under not specific file (thats how it calls in german sry if its wrong  )
3. atm i try new map...and give it (5000 was too mutch hehe)
4000 pop..i start it and it was stable to 4000 no one comes no one goes (i wonder a bit because was terrible living there ^^ )..
i buil a lot of roads but isnt finish jet but think in 30 min i will get normaly the roadlimit and the poplimit i think i will see this in 2-3 hour if the new map is ready...
but i will than tell you what happend swix
ok first result (in the editor) i build roads roads roads ...crash...but i had a save close before..so will try it again.....but if crash again i think its the file...
(This post was last modified: 06-04-2012 09:52 PM by terr.)
|
|
| 06-04-2012 09:30 PM |
|
terr
Junior Member
 
Posts: 15
Joined: Mar 2012
|
RE: [MOD] Removing The Population and Limits
local GameEntityCount = 20000
local MaxPopulation = 20000
hmmm...maybe i reache gameentry max ^^ by the roads bcause i change now to lager  (something with 1.5 mio) and now i bult a lot of roads (more as before no crash now...but  we will see i havend finished my island jet ..hhihih....atm i have build room for 2000  ...so i neet bit more roads  )
but is that possible swix?
but the maxpop i don t tasted jet (only in editor..i will try later play it up to  ). ..but its still 4000 no chrash or slow down
Code:
OnMsg.MapPermanentObjectsLoaded= function()
NoLimitsMod()
end
i will try 
and before MT my max i played was ~15000...but later i use only nolimit5k...was not so slow
(This post was last modified: 06-04-2012 10:47 PM by terr.)
|
|
| 06-04-2012 10:42 PM |
|
terr
Junior Member
 
Posts: 15
Joined: Mar 2012
|
RE: [MOD] Removing The Population and Limits
but i changend not the max pop 
it look now like
local GameEntityCount = 1500000
local MaxPopulation = 20000
but if its not the reason  ..so i dont know why it crash before was only a idea 
but atm it works..
im close to finish the island'  and than we see eheh
i hope it goes than up over 4000...
in the editor i say 4000 start pop...
*edit
ok island ready  aaaand it works  )
(This post was last modified: 07-04-2012 02:30 AM by terr.)
|
|
| 06-04-2012 11:23 PM |
|
arbogli
Newbie

Posts: 7
Joined: Apr 2012
|
RE: [MOD] Removing The Population and Limits
I made a little modification to your mod code, it just don't "create" inhabitants, it just increase the limit. I tested in my MT and it works in a savegame and in a new game (well, in savegame where an issue: even if inmigrants come to my island still get me messages about the no workes, etc. but the inhabitants numers get increased over the time)
Code:
local GameEntityCount = 35000
local MaxPopulation = 35000
-- Original mod code
function NoLimitsMod()
-- Sets the entity count
config.MaxGameObjectExCount = GameEntityCount
config.MaxGameObjectCount = GameEntityCount
-- Remove the road construction limitations
road_construction.ReachedLimit = function(x)
return false
end
-- Sets the population
MigrationMaxCitizens = MaxPopulation
end
-- Only fire once
local FiredOnce = false
-- UA Set Mode
OnMsg.UASetMode = function(actions,mode)
-- Fire until fired once
if not FiredOnce then
-- If we boot, trip it ...
if(mode == "Boot") then
FiredOnce = true
-- Run the thread to bypass it
CreateRealTimeThread(function()
-- Do mod loading code here.
NoLimitsMod()
end)
end
end
end
|
|
| 07-04-2012 08:45 PM |
|
User(s) browsing this thread: 2 Guest(s)